﻿using System;
using System.Collections.Generic;
using Fusion.States;
using Fusion.Interface;
using Fusion.Management;
using Microsoft.Xna.Framework;
using RamGecXNAControls;
using RamGecXNAControls.ExtendedControls;
using Fusion;

namespace Client.Game_States
{
    public class ErrorState : BaseState
    {
        // Constructor
        public ErrorState(string Error) { ErrorMessage = Error; }

        // Data Members
        string ErrorMessage;
        GUIManager ErrorManager;
        MessageBox Message;

        // State Methods
        public override void Enter()
        {
        }

        void ExitButton_Pressed()
        {
            FStates.PopState();
        }
        public override void Exit()
        {
        }
        public override bool Input(float Delta)
        {
            return true;
        }
        public override void Update(float Delta)
        {
        }
        public override void Render(float Delta)
        {
            FCanvas.Begin();
            {
            }
            FCanvas.End();
        }
    }
}
